Hey Joker and Goomba, thanks for the feedback

. Sorry about the week late reply.
I have put together the 2nd version of the mod and will upload it here later today.
Joker wrote:
1. The fury can fly too high
I agree with you on this, however the furies in single player do fly very high. I have taken what you said into consideration by reducing the jump height from 150.0 to 100.0. I'm not too sure how much of a difference this will make as I haven't actually tried out version 2.0 of this mod yet. (If it's still too much, I will drop it further to 75.0 and try that out).
Joker wrote:
2. the NPC's cannt play the fury because they cannt fly
By Fly you mean Jump? If so: Yeah I noticed this too. I think it lies in the AI Coding/Scripting file for the fury. I'm not too sure where to start with that. All I know is that the AI Programming files have the extension, .AIP. I would have to ask Goomba for assistance on that one

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Joker wrote:
3. I Had to use 2 Hangars and 2 Supplies

Due to the Fury's high health and ammo count, this will be the situation unfortunately. Whenever I want to resupply or repair a fury I just place it on top of the armory and get the armory to fire repair and ammo pods out to wherever. They will shoot straight into the fury which will automatically heal it/resupply it instead. (Note: this sometimes doesn't work).
______Fury | Grizzly
Hull : 8500 | 3000
Ammo: 3250 | 1200
Imagine more than doubling the amount of time spent at the Hangar and Supply. That's how it is for the Fury.
Joker wrote:
4. I saw the NPC trying to come to me through two hills and it crashed the hills and my silo and then it loses very much life (50%) only because it was crashing my silo 6 times
This is probably down to the programming of the unit. I think there is a way to make it either avoid buildings or terrain that could injure it or it could just be programmed to fly (jump) over them. Again, If I'm correct, it would need someone exploration into (or the creation of) an .AIP file. The reason why the fury lost SO much health is because of the high speed that it would of been travelling at. When a unit is ordered to follow you, it travels at the fastest speed it can possibly go (Which I think is very near the speed the player can go at). The faster you are going in BZ, the more heavier and damaging the impact with another object will be. Much like real life.
Joker wrote:
I think 60 scrap is too much
I personally think that a high scrap cost is good as the Fury is pretty much an uber unit. If you protect it when it attacks, you could win with it easily. But after you and Goomba both agreeing that the cost should be dropped and with the poll that I created, I see it only fair if I do drop the cost. After all, there is no point in welcoming feedback if your not going to listen to it

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I have lowered the cost of the fury down to 20.
What's new in Version 2: (Hey, that rhymes!)Price drop from 60 to 20.
The Fury now drops 15 scrap instead of the original 50 when it is destroyed.
The addition of a modded CCA Recycler file.
The jump height is decreased from 150.0 to 100.0.
After some discussion with Batman in the lobby, I have decided to make a pack of maps to go along with the mod pack to help prevent the Mission Version Mismatches. At the moment, the fury is still in the testing stage so I will make maps later when the Fury is all good.
I will add the .zip for download in roughly 30 minutes.
EDIT: ----------------------------------
I have made the Fury's turning speed slightly higher.
The Fury's radar range is now further. (Originally it was 400M, now it's 600M).
Version 2.0 is now available for download!